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Fourth Job Cygnus
#1
First and foremost, I think Cygnus Knights have been left in the dust and need to be able to get a fourth job; however, I don't mean another set of skills that are just copied from their adventurer counterparts and then nerfed/buffed. With the new Empress boss, I think now would be a great opportunity for Nexon to expand upon the Cygnus storyline.My first idea is to have a quest line that follows the knights in their quest to do or find whatever it was that made them turn evil, and at the end of that line the player unlocks the fourth job advancement of his or her Cygnus Knight.

Fourth jobs for knights should include something along these lines:

[INDENT]
1) 4 AP per level instead of 5.

2) An added beginner skill that buffs the player and transforms the coloring of their eyes and armor to be that of the evil versions of the knights. This ability should be passive, but it could also be a buff if the makers don't feel inclined to make a new set of recolored armor sprites just for the knights.

3) Empress' Blessing needs to be changed to add 0.5% hp/mp and 1% weapon and magic defense per level, rather than it just being an easier to level version of Blessing of the Spirit. Actually, the change could occur to either skill, but I really do think that people would appreciate the change since the skills don't stack as they are now.

4) A set of "mostly" unique fourth job abilities that don't rip off of the adventurers (i.e. not using berserk, pierce, super transform, etc.)
[/INDENT]

For the skills, I kind of thought it'd be appropriate to give them names and animations that would depict the corruption that's taken over the knights. Some of my name and animation ideas are:

Dawn Warrior:
 Spoiler


Wind Archer:
 Spoiler


Blaze Wizard:
 Spoiler


Nightwalker:
 Spoiler


Thunder Breaker:
 Spoiler
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#2
That a good idea but one problem. What about ultimate adventurer?
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#3
TheThunderBandit Wrote:That a good idea but one problem. What about ultimate adventurer?

I don't really see much of a reason for the ultimate adventurers to change. They're made available when the knight hits 120, but I don't think the knight itself becomes an ultimate adventurer.
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#4
To me it seems like you are still recycling skills and just changing the color of the animations.
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#5
A skill animations should change but Cygnus should be different from adventurers. The skills need work but the Idea behind it is great.

You could also attempt to even amount the total AP with other jobs by giving different amounts of AP as they level.
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#6
Keitau Wrote:To me it seems like you are still recycling skills and just changing the color of the animations.

I understand that several of the animation ideas I had were recolored versions of the others; however, if you look at all the skills you'll notice a lot of them are actually recycled. For example, backspin blow is actually a blue version of rush that's just shrunk down and reversed, and the cloud of dust that pops up from dash is also in rush, blast, brandish, ground smash and several other skills with recolors. When I said that I wanted the skills to be "mostly" unique I was talking about the names and effects, not that I wanted the animations to be completely original with absolutely no recycling what-so-ever. I'll edit the post to make that more clear.
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#7
The cygnus knights don't intentionally become evil, so why should their skills be evil?
Make the skills good, remember, you don't go with the knights and get corrupted, your still sort of an adventurer, so technically your still good, right?
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#8
That is a good point, as long as the concept of the skill is unique then it's okay. Possibly make Shockwave useful? In the Cygnus boss the Pirate Instructor uses a double sided shockwave, maybe do the same?
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#9
Dredragon Wrote:The cygnus knights don't intentionally become evil, so why should their skills be evil?
Make the skills good, remember, you don't go with the knights and get corrupted, your still sort of an adventurer, so technically your still good, right?

Well, the way I see it is that the knights got corrupted and possibly obtained powers from the black mage's spell, or whatever it was that made them turn evil. I think that making a fourth job for them where they use the power of the dark mage's magic rather than the empress's spirits would be pretty believable when following the storyline. Hell, maybe there should be a pq to go along with the new pvp system that has the knights all fighting the other classes.
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#10
Yea, but that happens about the time you reach level 150(?) and go into the doors.
So you wouldn't be with the empress anyway, so you would have her good powers, and maybe a quest storyline to combat her evil powers.
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#11
Dredragon Wrote:Yea, but that happens about the time you reach level 150(?) and go into the doors.
So you wouldn't be with the empress anyway, so you would have her good powers, and maybe a quest storyline to combat her evil powers.

I suppose that would work too. I just thought that it would be more interesting to be able to fight on the oposite side of everyone else, and maybe do a quest chain that eventually has you confront the legends in a PvP battle. Now that you mention that the knight could have not been there though, it makes me think that it'd be even more unique if they have two quest chains you can chose from, and one of them gives good skills that have the same effects, and the other gives the evil skills that I've been posting. It's too bad there's no chance in hell that Nexon will ever do this. Frown
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#12
Sorien Wrote:It's too bad there's no chance in hell that Nexon will ever do this. Frown
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